/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemBlueprintLibrary.h
Create a spec handle, cloning another
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Spec") static [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) CloneSpecHandle ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InNewInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * InEffectCauser, [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) GameplayEffectSpecHandle_Clone )